Knight of Hope.

Powers: Weaponizes wishes-able to grant minor wishes to self, able to use the faith of others to help them progress, turns objects into holy weapons and items by infusing them with pure hope energy.

Possible Ability Names:

Stay the Course: The Knight exploits faith.

At low levels this is a manifested power boosting the Knight's power the more determinedly they stick to their beliefs.

At mid-levels the Knight gets sudden flashes of inspiration in their faith to follow it.

At high levels the Knight learns to exploit the beliefs of others to trick and bypass them.

Holy Items: The Knight arms themselves with faith power.

At low levels the Knight can create holy artifacts by channeling hope energy into items.

At mid-levels the Knight can summon holy items.

At high levels the Knight can combined their holy materials with physical items to create legendary weapons.

Weaponized Wish: The Knight exploits raw faith, their strongest late game ability letting them grand minor wishes.

The Land of Catapults and Spires

Description: A lush green land covered in a series tall buildings with taller spires; each having ancient keys that placed long ago by the now defected angels; the same who placed the many catapults across the land. Some keys are useful, some are magic, some are worthless, and one opens the path to the denizen.

The catapults cannot be moved from their location, only turned in different directions and set at different tensions. The newt consorts have curiously been attempting to climb up the spires to gather the keys, believing the catapults too dangerous.

Land Marks: Grant Tower- The largest of all the spires, having five glowing keys and a mid-boss at the top; the building itself was once used as a church by the consorts before the denizen drove the angels out.

Cave of Doors- The largest expanse of the land without catapults or spites, a maze with only dead ends, each dead in having a door. Each door either leads to another part of the land, releases an enemy, contains treasure, or contains the lair to the denizen.

Library of Keys- A massive library documenting different faiths, and different key types, allowing one to familiarize themselves with them.

Bank of Sand- A massive vault containing over a hundred tons of sand, a legendary weapon at the center in the middle of a gold dust pile. The angels act as gargoyles along the walls.

Unique Enemies: Launchers- Living catapults (mindless, stone fire, bursting stop, reckless charge).

Saboteurs- Small humanoids who scurry across LoCaS, tampering with the catapults (stealth, speed, minor weapons).

Flying Lights- Balls of golden energy that rush through the air like living bullets (mindless, speed, dive bomb attack).

Winged Minotaur- A former labyrinth Minotaur who was corrupted by the denizen's magic into a sort winged creature, giving them access to celestial magic (high strength and speed, low agility, minor flight, battle axe, enchanted swing, angel bolt).

Sand Biter- Small creatures sneaking throughout the sank and biting together to deal damage; dead in a single hits, chipping away one damage at a time for every grain of sand attached.

Challenge: Utilize your faith to find the proper catapults to reach the correct keys off the correct spires, then learn to exploit the angels to find the Denizen.